Yu-Gi-Oh cards in Python 3
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I made a project in Python 3.7.1 that includes classes to create Yu-Gi-Oh cards. This isn't the entire game; it is just the cards itself. I will create the entire game later. I want feedback on how to improve my code.
class Deck(object):
def __init__(self, main_deck):
self.main_deck = main_deck
def add_normal_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)
def add_extra_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 15:
return "You have to many cards in your extra deck (15)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)
class Monster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class Spell(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects
def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)
class Trap(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects
def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)
class LinkMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, link_rating, description, recipe, links):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self.link_rating = link_rating
self.description = description
self.recipe = recipe
self.links = links
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class SynchroMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class XyzMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class FusionMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class PendulumMonster(object):
def __init__(self, name, effects, pendulum_effects, pendulum_scale, attributes, monster_type, atk, _def,
description, recipe):
self.name = name
self.effects = effects
self.pendulum_effects = pendulum_effects
self.pendulum_scale = pendulum_scale
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
def pendulum_activate(self):
"""
Activate the effect of this monster while in Spell/Trap Zone.
"""
for effect in self.pendulum_effects:
eval(effect)
python python-3.x playing-cards
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add a comment |
$begingroup$
I made a project in Python 3.7.1 that includes classes to create Yu-Gi-Oh cards. This isn't the entire game; it is just the cards itself. I will create the entire game later. I want feedback on how to improve my code.
class Deck(object):
def __init__(self, main_deck):
self.main_deck = main_deck
def add_normal_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)
def add_extra_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 15:
return "You have to many cards in your extra deck (15)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)
class Monster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class Spell(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects
def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)
class Trap(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects
def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)
class LinkMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, link_rating, description, recipe, links):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self.link_rating = link_rating
self.description = description
self.recipe = recipe
self.links = links
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class SynchroMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class XyzMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class FusionMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class PendulumMonster(object):
def __init__(self, name, effects, pendulum_effects, pendulum_scale, attributes, monster_type, atk, _def,
description, recipe):
self.name = name
self.effects = effects
self.pendulum_effects = pendulum_effects
self.pendulum_scale = pendulum_scale
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
def pendulum_activate(self):
"""
Activate the effect of this monster while in Spell/Trap Zone.
"""
for effect in self.pendulum_effects:
eval(effect)
python python-3.x playing-cards
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What you really need are some unit tests. I see some pretty noticable bugs in theDeck
class, that a simple test would highlight
$endgroup$
– flakes
Apr 1 at 0:22
add a comment |
$begingroup$
I made a project in Python 3.7.1 that includes classes to create Yu-Gi-Oh cards. This isn't the entire game; it is just the cards itself. I will create the entire game later. I want feedback on how to improve my code.
class Deck(object):
def __init__(self, main_deck):
self.main_deck = main_deck
def add_normal_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)
def add_extra_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 15:
return "You have to many cards in your extra deck (15)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)
class Monster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class Spell(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects
def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)
class Trap(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects
def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)
class LinkMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, link_rating, description, recipe, links):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self.link_rating = link_rating
self.description = description
self.recipe = recipe
self.links = links
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class SynchroMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class XyzMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class FusionMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class PendulumMonster(object):
def __init__(self, name, effects, pendulum_effects, pendulum_scale, attributes, monster_type, atk, _def,
description, recipe):
self.name = name
self.effects = effects
self.pendulum_effects = pendulum_effects
self.pendulum_scale = pendulum_scale
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
def pendulum_activate(self):
"""
Activate the effect of this monster while in Spell/Trap Zone.
"""
for effect in self.pendulum_effects:
eval(effect)
python python-3.x playing-cards
$endgroup$
I made a project in Python 3.7.1 that includes classes to create Yu-Gi-Oh cards. This isn't the entire game; it is just the cards itself. I will create the entire game later. I want feedback on how to improve my code.
class Deck(object):
def __init__(self, main_deck):
self.main_deck = main_deck
def add_normal_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)
def add_extra_cards(self, card_to_add, all_cards):
"""
Add monsters, spells and traps to the deck.
"""
if len(self.main_deck) > 15:
return "You have to many cards in your extra deck (15)."
else:
card_counter = 0
# Check to see how many copies of a card there are in your deck. Maximum 3 of the same card. Limited cards
# will be added eventually.
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
if card_counter == 3:
return "You have to many copies of that card in your deck (3)."
else:
if card_to_add not in all_cards:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
else:
self.main_deck.append(card_to_add)
class Monster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class Spell(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects
def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)
class Trap(object):
def __init__(self, name, effects):
self.name = name
self.effects = effects
def activate(self):
"""
Activate the effect of this spell.
"""
for effect in self.effects:
eval(effect)
class LinkMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, link_rating, description, recipe, links):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self.link_rating = link_rating
self.description = description
self.recipe = recipe
self.links = links
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class SynchroMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class XyzMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class FusionMonster(object):
def __init__(self, name, effects, attributes, monster_type, atk, _def, description, recipe):
self.name = name
self.effects = effects
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
class PendulumMonster(object):
def __init__(self, name, effects, pendulum_effects, pendulum_scale, attributes, monster_type, atk, _def,
description, recipe):
self.name = name
self.effects = effects
self.pendulum_effects = pendulum_effects
self.pendulum_scale = pendulum_scale
self.attributes = attributes
self.type = monster_type
self.atk = atk
self._def = _def
self.description = description
self.recipe = recipe
self.materials = recipe
def activate(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
def pendulum_activate(self):
"""
Activate the effect of this monster while in Spell/Trap Zone.
"""
for effect in self.pendulum_effects:
eval(effect)
python python-3.x playing-cards
python python-3.x playing-cards
edited Mar 31 at 2:31
Jamal♦
30.6k11121227
30.6k11121227
asked Mar 31 at 2:10
Jerry CuiJerry Cui
115111
115111
$begingroup$
What you really need are some unit tests. I see some pretty noticable bugs in theDeck
class, that a simple test would highlight
$endgroup$
– flakes
Apr 1 at 0:22
add a comment |
$begingroup$
What you really need are some unit tests. I see some pretty noticable bugs in theDeck
class, that a simple test would highlight
$endgroup$
– flakes
Apr 1 at 0:22
$begingroup$
What you really need are some unit tests. I see some pretty noticable bugs in the
Deck
class, that a simple test would highlight$endgroup$
– flakes
Apr 1 at 0:22
$begingroup$
What you really need are some unit tests. I see some pretty noticable bugs in the
Deck
class, that a simple test would highlight$endgroup$
– flakes
Apr 1 at 0:22
add a comment |
5 Answers
5
active
oldest
votes
$begingroup$
Trim redundant else
...here:
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
The else
isn't needed because you've already returned. This pattern happens in a few places.
Lose some loops
This:
card_counter = 0
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
can be
card_counter = sum(1 for card in self.main_deck if card == card_to_add)
If this happens often, you may want to do some preprocessing in a different method to make this easier. As in the comments, it shouldn't replace the sequential-format deck, but it could supplement it:
from collections import Counter
card_counts = Counter(main_deck)
# ...
card_counter = card_counts[card_to_add]
Don't eval
Just don't. There's never a good reason. Make effects
an iterable of functions, and simply call them.
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3
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I would argue that the first point is a manner of style. I personally prefer writing it like you have suggested, but sometimes I do it the other way to be explicit.
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– Quelklef
Mar 31 at 10:33
1
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Nice edits. I would still suggestself.main_deck.count(card_to_add)
oversum(1 for card in self.main_deck if card == card_to_add)
, though.
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– Ilmari Karonen
Mar 31 at 20:00
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I'd guess theeval
might be because the card data isn't coming from code files (but, for example, a set of external files defining what cards exist). The idea of being able to update the card database without updating code is always an alluring one for a trading card game. Of course, eval still probably isn't a good choice, but that would mean there are no "easy" fixes like the one you described.
$endgroup$
– Jasper
Apr 1 at 11:18
add a comment |
$begingroup$
dataclasses.dataclass
would single handedly remove the majority of your code.
from dataclasses import dataclass
from typing import List
@dataclass
class Monster(object):
name: str
effects: List[str]
attributes: str
type: str
atk: int
def_: int
description: str
def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
Your classes are setup for inheritance.
class FusionMonster(Monster):
pass
I'd use composition over inheritance. This as equip monster cards can go into multiple types. It should be noted that things like Relinquished can make any monster an equipable.
Your current
effect
method doesn't care about any of the timing rules. This wiki page seems pretty complete on explaining the edge cases. I remember having this happen a couple times, IIRC it was because of my opponent playing an Iron Chain deck.
IIRC to do this you'd want to make a 'chain' class that is a stack, you then put all of the effects onto the stack. Once you have built the stack you then run backwards through the chain to to resolve the effects. (I.e. build with
Stack.append
and resolve withStack.pop
.)
A rudimentary example would be a D.D. deck vs a Frog deck.
Say I use my Dupe frog to attack and kill itself to one of your monsters, to send it to the graveyard to start up my combo. If dimensional fissure was a quick spell. After I declare my attack, you could use DF, if that's the end of the chain then DFs effect would activate. Then Dupe frog wouldn't be sent to the graveyard and its timing would be missed.
Yugioh has a lot of infinite loops, and so you should design the chain class to take these into affect too.
I think taking these factors into account at the start are very important as it'll force you to implement your code in the correct manner.
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add a comment |
$begingroup$
Since you're using python 3.7, I would take advantage of f-strings.
For example, this:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
Becomes:
return f"That card hasn't been added to the game yet ({card_to_add})."
As others have said, avoid hardcoding magic numbers like 60, 3 etc.
Give these numbers meaningful names so that it is immediately obvious
what the numbers represent.
Also, unless I'm missing something critical, those monster classes are begging to use inheritance.
New contributor
$endgroup$
add a comment |
$begingroup$
- I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.
- Perhaps all those monster classes should be part of a common base class inheritance. There are a lot of repeated
self
statements and similar functions (especiallyactivate()
), making the code harder to follow and maintain.
The
60
,15
, and3
are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.
Although Python doesn't have actual constants like other languages, you can still do something similar above the functions:
MAX_DECK_CARDS = 60
MAX_EXTRA_CARDS = 15
MAX_EXTRA_CARDS = 3
There's a grammatical error here:
"You have to many copies of that card in your deck (3)."
It should be "too" instead of "to."
$endgroup$
3
$begingroup$
ATK and DEF are probably considered special terminology in Yu-Gi-Oh.
$endgroup$
– jingyu9575
Mar 31 at 8:01
$begingroup$
@jingyu9575: I was already aware of that (maybe I didn't word it as such).
$endgroup$
– Jamal♦
Mar 31 at 15:44
add a comment |
$begingroup$
In your class Deck
the methods add_normal_card
and add_extra_cards
share a lot of duplicated code which only differs in the maximum number of allowed cards and the error message displayed if this number is exceeded.
You could pull out the else
path in an own method.
Also I was a bit confused about the attribute main_deck
which is passed in __init__
:
- since the class itself is already named
Deck
one could assume thatmain_deck
is also an instance of some kind of customDeck
class, while it is just alist
. This could be clarified by picking another name (likelist_of_cards
), adding a docstring to__init__
or using type hints.
add_extra_cards
checks the size ofmain_deck
but returns the error message "You have to many cards in your extra deck (15)." I would assume that an extra deck and main deck are separate instances. Is this a bug?
Last but not least the error handling of add_normal_cards
and add_extra_cards
can be improved. Right now they simply return None
if all went well (which is OK), but if some of your conditions like maximum desk size are not met you simply return a str
.
Think about the caller of your methods and how he or she should handle those errors.
With your current implementation, they would need to check if the returned object is not None
and then compare string values to determine what happened and react to it.
This is error prone because if you decide to change the phrasing of your return values the caller's code will break.
Instead, you should raise a meaningful exception. Since you are dealing with three potential problems, you should define two custom exception classes, like DeckSizeExceeded
and CardCountExceeded
.
The last possible error (card_to_add not in all_cards
) could simply lead to an IndexError, so there is no need for a custom exception class here.
New contributor
$endgroup$
add a comment |
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5 Answers
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$begingroup$
Trim redundant else
...here:
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
The else
isn't needed because you've already returned. This pattern happens in a few places.
Lose some loops
This:
card_counter = 0
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
can be
card_counter = sum(1 for card in self.main_deck if card == card_to_add)
If this happens often, you may want to do some preprocessing in a different method to make this easier. As in the comments, it shouldn't replace the sequential-format deck, but it could supplement it:
from collections import Counter
card_counts = Counter(main_deck)
# ...
card_counter = card_counts[card_to_add]
Don't eval
Just don't. There's never a good reason. Make effects
an iterable of functions, and simply call them.
$endgroup$
3
$begingroup$
I would argue that the first point is a manner of style. I personally prefer writing it like you have suggested, but sometimes I do it the other way to be explicit.
$endgroup$
– Quelklef
Mar 31 at 10:33
1
$begingroup$
Nice edits. I would still suggestself.main_deck.count(card_to_add)
oversum(1 for card in self.main_deck if card == card_to_add)
, though.
$endgroup$
– Ilmari Karonen
Mar 31 at 20:00
$begingroup$
I'd guess theeval
might be because the card data isn't coming from code files (but, for example, a set of external files defining what cards exist). The idea of being able to update the card database without updating code is always an alluring one for a trading card game. Of course, eval still probably isn't a good choice, but that would mean there are no "easy" fixes like the one you described.
$endgroup$
– Jasper
Apr 1 at 11:18
add a comment |
$begingroup$
Trim redundant else
...here:
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
The else
isn't needed because you've already returned. This pattern happens in a few places.
Lose some loops
This:
card_counter = 0
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
can be
card_counter = sum(1 for card in self.main_deck if card == card_to_add)
If this happens often, you may want to do some preprocessing in a different method to make this easier. As in the comments, it shouldn't replace the sequential-format deck, but it could supplement it:
from collections import Counter
card_counts = Counter(main_deck)
# ...
card_counter = card_counts[card_to_add]
Don't eval
Just don't. There's never a good reason. Make effects
an iterable of functions, and simply call them.
$endgroup$
3
$begingroup$
I would argue that the first point is a manner of style. I personally prefer writing it like you have suggested, but sometimes I do it the other way to be explicit.
$endgroup$
– Quelklef
Mar 31 at 10:33
1
$begingroup$
Nice edits. I would still suggestself.main_deck.count(card_to_add)
oversum(1 for card in self.main_deck if card == card_to_add)
, though.
$endgroup$
– Ilmari Karonen
Mar 31 at 20:00
$begingroup$
I'd guess theeval
might be because the card data isn't coming from code files (but, for example, a set of external files defining what cards exist). The idea of being able to update the card database without updating code is always an alluring one for a trading card game. Of course, eval still probably isn't a good choice, but that would mean there are no "easy" fixes like the one you described.
$endgroup$
– Jasper
Apr 1 at 11:18
add a comment |
$begingroup$
Trim redundant else
...here:
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
The else
isn't needed because you've already returned. This pattern happens in a few places.
Lose some loops
This:
card_counter = 0
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
can be
card_counter = sum(1 for card in self.main_deck if card == card_to_add)
If this happens often, you may want to do some preprocessing in a different method to make this easier. As in the comments, it shouldn't replace the sequential-format deck, but it could supplement it:
from collections import Counter
card_counts = Counter(main_deck)
# ...
card_counter = card_counts[card_to_add]
Don't eval
Just don't. There's never a good reason. Make effects
an iterable of functions, and simply call them.
$endgroup$
Trim redundant else
...here:
if len(self.main_deck) > 60:
return "You have to many cards in your deck (60)."
else:
The else
isn't needed because you've already returned. This pattern happens in a few places.
Lose some loops
This:
card_counter = 0
for card in self.main_deck:
if card == card_to_add:
card_counter += 1
can be
card_counter = sum(1 for card in self.main_deck if card == card_to_add)
If this happens often, you may want to do some preprocessing in a different method to make this easier. As in the comments, it shouldn't replace the sequential-format deck, but it could supplement it:
from collections import Counter
card_counts = Counter(main_deck)
# ...
card_counter = card_counts[card_to_add]
Don't eval
Just don't. There's never a good reason. Make effects
an iterable of functions, and simply call them.
edited Mar 31 at 19:08
answered Mar 31 at 4:15
ReinderienReinderien
5,250926
5,250926
3
$begingroup$
I would argue that the first point is a manner of style. I personally prefer writing it like you have suggested, but sometimes I do it the other way to be explicit.
$endgroup$
– Quelklef
Mar 31 at 10:33
1
$begingroup$
Nice edits. I would still suggestself.main_deck.count(card_to_add)
oversum(1 for card in self.main_deck if card == card_to_add)
, though.
$endgroup$
– Ilmari Karonen
Mar 31 at 20:00
$begingroup$
I'd guess theeval
might be because the card data isn't coming from code files (but, for example, a set of external files defining what cards exist). The idea of being able to update the card database without updating code is always an alluring one for a trading card game. Of course, eval still probably isn't a good choice, but that would mean there are no "easy" fixes like the one you described.
$endgroup$
– Jasper
Apr 1 at 11:18
add a comment |
3
$begingroup$
I would argue that the first point is a manner of style. I personally prefer writing it like you have suggested, but sometimes I do it the other way to be explicit.
$endgroup$
– Quelklef
Mar 31 at 10:33
1
$begingroup$
Nice edits. I would still suggestself.main_deck.count(card_to_add)
oversum(1 for card in self.main_deck if card == card_to_add)
, though.
$endgroup$
– Ilmari Karonen
Mar 31 at 20:00
$begingroup$
I'd guess theeval
might be because the card data isn't coming from code files (but, for example, a set of external files defining what cards exist). The idea of being able to update the card database without updating code is always an alluring one for a trading card game. Of course, eval still probably isn't a good choice, but that would mean there are no "easy" fixes like the one you described.
$endgroup$
– Jasper
Apr 1 at 11:18
3
3
$begingroup$
I would argue that the first point is a manner of style. I personally prefer writing it like you have suggested, but sometimes I do it the other way to be explicit.
$endgroup$
– Quelklef
Mar 31 at 10:33
$begingroup$
I would argue that the first point is a manner of style. I personally prefer writing it like you have suggested, but sometimes I do it the other way to be explicit.
$endgroup$
– Quelklef
Mar 31 at 10:33
1
1
$begingroup$
Nice edits. I would still suggest
self.main_deck.count(card_to_add)
over sum(1 for card in self.main_deck if card == card_to_add)
, though.$endgroup$
– Ilmari Karonen
Mar 31 at 20:00
$begingroup$
Nice edits. I would still suggest
self.main_deck.count(card_to_add)
over sum(1 for card in self.main_deck if card == card_to_add)
, though.$endgroup$
– Ilmari Karonen
Mar 31 at 20:00
$begingroup$
I'd guess the
eval
might be because the card data isn't coming from code files (but, for example, a set of external files defining what cards exist). The idea of being able to update the card database without updating code is always an alluring one for a trading card game. Of course, eval still probably isn't a good choice, but that would mean there are no "easy" fixes like the one you described.$endgroup$
– Jasper
Apr 1 at 11:18
$begingroup$
I'd guess the
eval
might be because the card data isn't coming from code files (but, for example, a set of external files defining what cards exist). The idea of being able to update the card database without updating code is always an alluring one for a trading card game. Of course, eval still probably isn't a good choice, but that would mean there are no "easy" fixes like the one you described.$endgroup$
– Jasper
Apr 1 at 11:18
add a comment |
$begingroup$
dataclasses.dataclass
would single handedly remove the majority of your code.
from dataclasses import dataclass
from typing import List
@dataclass
class Monster(object):
name: str
effects: List[str]
attributes: str
type: str
atk: int
def_: int
description: str
def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
Your classes are setup for inheritance.
class FusionMonster(Monster):
pass
I'd use composition over inheritance. This as equip monster cards can go into multiple types. It should be noted that things like Relinquished can make any monster an equipable.
Your current
effect
method doesn't care about any of the timing rules. This wiki page seems pretty complete on explaining the edge cases. I remember having this happen a couple times, IIRC it was because of my opponent playing an Iron Chain deck.
IIRC to do this you'd want to make a 'chain' class that is a stack, you then put all of the effects onto the stack. Once you have built the stack you then run backwards through the chain to to resolve the effects. (I.e. build with
Stack.append
and resolve withStack.pop
.)
A rudimentary example would be a D.D. deck vs a Frog deck.
Say I use my Dupe frog to attack and kill itself to one of your monsters, to send it to the graveyard to start up my combo. If dimensional fissure was a quick spell. After I declare my attack, you could use DF, if that's the end of the chain then DFs effect would activate. Then Dupe frog wouldn't be sent to the graveyard and its timing would be missed.
Yugioh has a lot of infinite loops, and so you should design the chain class to take these into affect too.
I think taking these factors into account at the start are very important as it'll force you to implement your code in the correct manner.
$endgroup$
add a comment |
$begingroup$
dataclasses.dataclass
would single handedly remove the majority of your code.
from dataclasses import dataclass
from typing import List
@dataclass
class Monster(object):
name: str
effects: List[str]
attributes: str
type: str
atk: int
def_: int
description: str
def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
Your classes are setup for inheritance.
class FusionMonster(Monster):
pass
I'd use composition over inheritance. This as equip monster cards can go into multiple types. It should be noted that things like Relinquished can make any monster an equipable.
Your current
effect
method doesn't care about any of the timing rules. This wiki page seems pretty complete on explaining the edge cases. I remember having this happen a couple times, IIRC it was because of my opponent playing an Iron Chain deck.
IIRC to do this you'd want to make a 'chain' class that is a stack, you then put all of the effects onto the stack. Once you have built the stack you then run backwards through the chain to to resolve the effects. (I.e. build with
Stack.append
and resolve withStack.pop
.)
A rudimentary example would be a D.D. deck vs a Frog deck.
Say I use my Dupe frog to attack and kill itself to one of your monsters, to send it to the graveyard to start up my combo. If dimensional fissure was a quick spell. After I declare my attack, you could use DF, if that's the end of the chain then DFs effect would activate. Then Dupe frog wouldn't be sent to the graveyard and its timing would be missed.
Yugioh has a lot of infinite loops, and so you should design the chain class to take these into affect too.
I think taking these factors into account at the start are very important as it'll force you to implement your code in the correct manner.
$endgroup$
add a comment |
$begingroup$
dataclasses.dataclass
would single handedly remove the majority of your code.
from dataclasses import dataclass
from typing import List
@dataclass
class Monster(object):
name: str
effects: List[str]
attributes: str
type: str
atk: int
def_: int
description: str
def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
Your classes are setup for inheritance.
class FusionMonster(Monster):
pass
I'd use composition over inheritance. This as equip monster cards can go into multiple types. It should be noted that things like Relinquished can make any monster an equipable.
Your current
effect
method doesn't care about any of the timing rules. This wiki page seems pretty complete on explaining the edge cases. I remember having this happen a couple times, IIRC it was because of my opponent playing an Iron Chain deck.
IIRC to do this you'd want to make a 'chain' class that is a stack, you then put all of the effects onto the stack. Once you have built the stack you then run backwards through the chain to to resolve the effects. (I.e. build with
Stack.append
and resolve withStack.pop
.)
A rudimentary example would be a D.D. deck vs a Frog deck.
Say I use my Dupe frog to attack and kill itself to one of your monsters, to send it to the graveyard to start up my combo. If dimensional fissure was a quick spell. After I declare my attack, you could use DF, if that's the end of the chain then DFs effect would activate. Then Dupe frog wouldn't be sent to the graveyard and its timing would be missed.
Yugioh has a lot of infinite loops, and so you should design the chain class to take these into affect too.
I think taking these factors into account at the start are very important as it'll force you to implement your code in the correct manner.
$endgroup$
dataclasses.dataclass
would single handedly remove the majority of your code.
from dataclasses import dataclass
from typing import List
@dataclass
class Monster(object):
name: str
effects: List[str]
attributes: str
type: str
atk: int
def_: int
description: str
def effect(self):
"""
Activate the effect of this monster.
"""
for effect in self.effects:
eval(effect)
Your classes are setup for inheritance.
class FusionMonster(Monster):
pass
I'd use composition over inheritance. This as equip monster cards can go into multiple types. It should be noted that things like Relinquished can make any monster an equipable.
Your current
effect
method doesn't care about any of the timing rules. This wiki page seems pretty complete on explaining the edge cases. I remember having this happen a couple times, IIRC it was because of my opponent playing an Iron Chain deck.
IIRC to do this you'd want to make a 'chain' class that is a stack, you then put all of the effects onto the stack. Once you have built the stack you then run backwards through the chain to to resolve the effects. (I.e. build with
Stack.append
and resolve withStack.pop
.)
A rudimentary example would be a D.D. deck vs a Frog deck.
Say I use my Dupe frog to attack and kill itself to one of your monsters, to send it to the graveyard to start up my combo. If dimensional fissure was a quick spell. After I declare my attack, you could use DF, if that's the end of the chain then DFs effect would activate. Then Dupe frog wouldn't be sent to the graveyard and its timing would be missed.
Yugioh has a lot of infinite loops, and so you should design the chain class to take these into affect too.
I think taking these factors into account at the start are very important as it'll force you to implement your code in the correct manner.
answered Mar 31 at 16:59
PeilonrayzPeilonrayz
26.5k338111
26.5k338111
add a comment |
add a comment |
$begingroup$
Since you're using python 3.7, I would take advantage of f-strings.
For example, this:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
Becomes:
return f"That card hasn't been added to the game yet ({card_to_add})."
As others have said, avoid hardcoding magic numbers like 60, 3 etc.
Give these numbers meaningful names so that it is immediately obvious
what the numbers represent.
Also, unless I'm missing something critical, those monster classes are begging to use inheritance.
New contributor
$endgroup$
add a comment |
$begingroup$
Since you're using python 3.7, I would take advantage of f-strings.
For example, this:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
Becomes:
return f"That card hasn't been added to the game yet ({card_to_add})."
As others have said, avoid hardcoding magic numbers like 60, 3 etc.
Give these numbers meaningful names so that it is immediately obvious
what the numbers represent.
Also, unless I'm missing something critical, those monster classes are begging to use inheritance.
New contributor
$endgroup$
add a comment |
$begingroup$
Since you're using python 3.7, I would take advantage of f-strings.
For example, this:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
Becomes:
return f"That card hasn't been added to the game yet ({card_to_add})."
As others have said, avoid hardcoding magic numbers like 60, 3 etc.
Give these numbers meaningful names so that it is immediately obvious
what the numbers represent.
Also, unless I'm missing something critical, those monster classes are begging to use inheritance.
New contributor
$endgroup$
Since you're using python 3.7, I would take advantage of f-strings.
For example, this:
return "That card hasn't been added to the game yet (" + card_to_add + ")."
Becomes:
return f"That card hasn't been added to the game yet ({card_to_add})."
As others have said, avoid hardcoding magic numbers like 60, 3 etc.
Give these numbers meaningful names so that it is immediately obvious
what the numbers represent.
Also, unless I'm missing something critical, those monster classes are begging to use inheritance.
New contributor
New contributor
answered Mar 31 at 6:36
user10987432user10987432
812
812
New contributor
New contributor
add a comment |
add a comment |
$begingroup$
- I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.
- Perhaps all those monster classes should be part of a common base class inheritance. There are a lot of repeated
self
statements and similar functions (especiallyactivate()
), making the code harder to follow and maintain.
The
60
,15
, and3
are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.
Although Python doesn't have actual constants like other languages, you can still do something similar above the functions:
MAX_DECK_CARDS = 60
MAX_EXTRA_CARDS = 15
MAX_EXTRA_CARDS = 3
There's a grammatical error here:
"You have to many copies of that card in your deck (3)."
It should be "too" instead of "to."
$endgroup$
3
$begingroup$
ATK and DEF are probably considered special terminology in Yu-Gi-Oh.
$endgroup$
– jingyu9575
Mar 31 at 8:01
$begingroup$
@jingyu9575: I was already aware of that (maybe I didn't word it as such).
$endgroup$
– Jamal♦
Mar 31 at 15:44
add a comment |
$begingroup$
- I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.
- Perhaps all those monster classes should be part of a common base class inheritance. There are a lot of repeated
self
statements and similar functions (especiallyactivate()
), making the code harder to follow and maintain.
The
60
,15
, and3
are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.
Although Python doesn't have actual constants like other languages, you can still do something similar above the functions:
MAX_DECK_CARDS = 60
MAX_EXTRA_CARDS = 15
MAX_EXTRA_CARDS = 3
There's a grammatical error here:
"You have to many copies of that card in your deck (3)."
It should be "too" instead of "to."
$endgroup$
3
$begingroup$
ATK and DEF are probably considered special terminology in Yu-Gi-Oh.
$endgroup$
– jingyu9575
Mar 31 at 8:01
$begingroup$
@jingyu9575: I was already aware of that (maybe I didn't word it as such).
$endgroup$
– Jamal♦
Mar 31 at 15:44
add a comment |
$begingroup$
- I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.
- Perhaps all those monster classes should be part of a common base class inheritance. There are a lot of repeated
self
statements and similar functions (especiallyactivate()
), making the code harder to follow and maintain.
The
60
,15
, and3
are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.
Although Python doesn't have actual constants like other languages, you can still do something similar above the functions:
MAX_DECK_CARDS = 60
MAX_EXTRA_CARDS = 15
MAX_EXTRA_CARDS = 3
There's a grammatical error here:
"You have to many copies of that card in your deck (3)."
It should be "too" instead of "to."
$endgroup$
- I know you're trying to abbreviate "defense," but you could consider writing the whole thing out instead of making inconsistent naming with the preceding underscore. As such, you could write out "attack" as well to keep it more consistent.
- Perhaps all those monster classes should be part of a common base class inheritance. There are a lot of repeated
self
statements and similar functions (especiallyactivate()
), making the code harder to follow and maintain.
The
60
,15
, and3
are "magic numbers" (numbers without some kind of given context), and from where they are, they could be harder to maintain.
Although Python doesn't have actual constants like other languages, you can still do something similar above the functions:
MAX_DECK_CARDS = 60
MAX_EXTRA_CARDS = 15
MAX_EXTRA_CARDS = 3
There's a grammatical error here:
"You have to many copies of that card in your deck (3)."
It should be "too" instead of "to."
edited Apr 1 at 12:15
Mast
7,59763788
7,59763788
answered Mar 31 at 2:50
Jamal♦Jamal
30.6k11121227
30.6k11121227
3
$begingroup$
ATK and DEF are probably considered special terminology in Yu-Gi-Oh.
$endgroup$
– jingyu9575
Mar 31 at 8:01
$begingroup$
@jingyu9575: I was already aware of that (maybe I didn't word it as such).
$endgroup$
– Jamal♦
Mar 31 at 15:44
add a comment |
3
$begingroup$
ATK and DEF are probably considered special terminology in Yu-Gi-Oh.
$endgroup$
– jingyu9575
Mar 31 at 8:01
$begingroup$
@jingyu9575: I was already aware of that (maybe I didn't word it as such).
$endgroup$
– Jamal♦
Mar 31 at 15:44
3
3
$begingroup$
ATK and DEF are probably considered special terminology in Yu-Gi-Oh.
$endgroup$
– jingyu9575
Mar 31 at 8:01
$begingroup$
ATK and DEF are probably considered special terminology in Yu-Gi-Oh.
$endgroup$
– jingyu9575
Mar 31 at 8:01
$begingroup$
@jingyu9575: I was already aware of that (maybe I didn't word it as such).
$endgroup$
– Jamal♦
Mar 31 at 15:44
$begingroup$
@jingyu9575: I was already aware of that (maybe I didn't word it as such).
$endgroup$
– Jamal♦
Mar 31 at 15:44
add a comment |
$begingroup$
In your class Deck
the methods add_normal_card
and add_extra_cards
share a lot of duplicated code which only differs in the maximum number of allowed cards and the error message displayed if this number is exceeded.
You could pull out the else
path in an own method.
Also I was a bit confused about the attribute main_deck
which is passed in __init__
:
- since the class itself is already named
Deck
one could assume thatmain_deck
is also an instance of some kind of customDeck
class, while it is just alist
. This could be clarified by picking another name (likelist_of_cards
), adding a docstring to__init__
or using type hints.
add_extra_cards
checks the size ofmain_deck
but returns the error message "You have to many cards in your extra deck (15)." I would assume that an extra deck and main deck are separate instances. Is this a bug?
Last but not least the error handling of add_normal_cards
and add_extra_cards
can be improved. Right now they simply return None
if all went well (which is OK), but if some of your conditions like maximum desk size are not met you simply return a str
.
Think about the caller of your methods and how he or she should handle those errors.
With your current implementation, they would need to check if the returned object is not None
and then compare string values to determine what happened and react to it.
This is error prone because if you decide to change the phrasing of your return values the caller's code will break.
Instead, you should raise a meaningful exception. Since you are dealing with three potential problems, you should define two custom exception classes, like DeckSizeExceeded
and CardCountExceeded
.
The last possible error (card_to_add not in all_cards
) could simply lead to an IndexError, so there is no need for a custom exception class here.
New contributor
$endgroup$
add a comment |
$begingroup$
In your class Deck
the methods add_normal_card
and add_extra_cards
share a lot of duplicated code which only differs in the maximum number of allowed cards and the error message displayed if this number is exceeded.
You could pull out the else
path in an own method.
Also I was a bit confused about the attribute main_deck
which is passed in __init__
:
- since the class itself is already named
Deck
one could assume thatmain_deck
is also an instance of some kind of customDeck
class, while it is just alist
. This could be clarified by picking another name (likelist_of_cards
), adding a docstring to__init__
or using type hints.
add_extra_cards
checks the size ofmain_deck
but returns the error message "You have to many cards in your extra deck (15)." I would assume that an extra deck and main deck are separate instances. Is this a bug?
Last but not least the error handling of add_normal_cards
and add_extra_cards
can be improved. Right now they simply return None
if all went well (which is OK), but if some of your conditions like maximum desk size are not met you simply return a str
.
Think about the caller of your methods and how he or she should handle those errors.
With your current implementation, they would need to check if the returned object is not None
and then compare string values to determine what happened and react to it.
This is error prone because if you decide to change the phrasing of your return values the caller's code will break.
Instead, you should raise a meaningful exception. Since you are dealing with three potential problems, you should define two custom exception classes, like DeckSizeExceeded
and CardCountExceeded
.
The last possible error (card_to_add not in all_cards
) could simply lead to an IndexError, so there is no need for a custom exception class here.
New contributor
$endgroup$
add a comment |
$begingroup$
In your class Deck
the methods add_normal_card
and add_extra_cards
share a lot of duplicated code which only differs in the maximum number of allowed cards and the error message displayed if this number is exceeded.
You could pull out the else
path in an own method.
Also I was a bit confused about the attribute main_deck
which is passed in __init__
:
- since the class itself is already named
Deck
one could assume thatmain_deck
is also an instance of some kind of customDeck
class, while it is just alist
. This could be clarified by picking another name (likelist_of_cards
), adding a docstring to__init__
or using type hints.
add_extra_cards
checks the size ofmain_deck
but returns the error message "You have to many cards in your extra deck (15)." I would assume that an extra deck and main deck are separate instances. Is this a bug?
Last but not least the error handling of add_normal_cards
and add_extra_cards
can be improved. Right now they simply return None
if all went well (which is OK), but if some of your conditions like maximum desk size are not met you simply return a str
.
Think about the caller of your methods and how he or she should handle those errors.
With your current implementation, they would need to check if the returned object is not None
and then compare string values to determine what happened and react to it.
This is error prone because if you decide to change the phrasing of your return values the caller's code will break.
Instead, you should raise a meaningful exception. Since you are dealing with three potential problems, you should define two custom exception classes, like DeckSizeExceeded
and CardCountExceeded
.
The last possible error (card_to_add not in all_cards
) could simply lead to an IndexError, so there is no need for a custom exception class here.
New contributor
$endgroup$
In your class Deck
the methods add_normal_card
and add_extra_cards
share a lot of duplicated code which only differs in the maximum number of allowed cards and the error message displayed if this number is exceeded.
You could pull out the else
path in an own method.
Also I was a bit confused about the attribute main_deck
which is passed in __init__
:
- since the class itself is already named
Deck
one could assume thatmain_deck
is also an instance of some kind of customDeck
class, while it is just alist
. This could be clarified by picking another name (likelist_of_cards
), adding a docstring to__init__
or using type hints.
add_extra_cards
checks the size ofmain_deck
but returns the error message "You have to many cards in your extra deck (15)." I would assume that an extra deck and main deck are separate instances. Is this a bug?
Last but not least the error handling of add_normal_cards
and add_extra_cards
can be improved. Right now they simply return None
if all went well (which is OK), but if some of your conditions like maximum desk size are not met you simply return a str
.
Think about the caller of your methods and how he or she should handle those errors.
With your current implementation, they would need to check if the returned object is not None
and then compare string values to determine what happened and react to it.
This is error prone because if you decide to change the phrasing of your return values the caller's code will break.
Instead, you should raise a meaningful exception. Since you are dealing with three potential problems, you should define two custom exception classes, like DeckSizeExceeded
and CardCountExceeded
.
The last possible error (card_to_add not in all_cards
) could simply lead to an IndexError, so there is no need for a custom exception class here.
New contributor
New contributor
answered Mar 31 at 15:38
dudenr33dudenr33
1943
1943
New contributor
New contributor
add a comment |
add a comment |
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$begingroup$
What you really need are some unit tests. I see some pretty noticable bugs in the
Deck
class, that a simple test would highlight$endgroup$
– flakes
Apr 1 at 0:22